Comentado por Silvertusk

Comentado por Incendium

I'd like to point out that Bloodlord Mandokir and Jin'do the Hexxer are completely optional and not necessary to take down Hakkar. They do however, drop items needed for the ZG enchants.

Comentado por Blacknight

Jeklik is one of the harder bosses here in Zul'Gurub because of all the little painful things she can do. Once her entire room is cleared (all the bat rider pulls and such) and your whole raid is fully buffed, take note of one thing. Face her cave that she is standing in, then turn around and look back in the direction that you came. Note that you walked under a very large "arch" or so to speak and that on the left and right each are very big weeds. This part is important to note because if the person with Jeklik's current aggro pulls her past this point, Hakkar (last boss of the instance) will see it as a trap, heal Jeklik to full health, and she will reset herself back into the cave. This can be beneficial if your group is going to wipe, but it can be disasterous if you have her at 1% and pull her over that line.

Anyway, how to beat this big bat... she has two phases. Phase 1 begins the very second your tank runs up to her cave and pulls her with his ranged weapon. He should run back to the center of the room with her following and tank her there in bat form, phase 1. During this phase, Jeklik can charge people who have high aggro and has a 10-yard AoE that hits for about 1000 damage and silences every one it hits for about eight seconds. Basically... no caster should be near her. Another point to make during this phase is that she summons a group of bats from her cave that charge down to the group. Your offtanks needto blow their Challenging Shouts on these so that the mages, warlocks, and druids can AoE them. This small summoning happens only about 3-4 times and only in phase 1. (My guild only has it happen once, but that's because we have a lot more damage output than beginning guilds.)

At exactly 50% health, Jeklik will change from bat form into human form. Her armor is now significantly less and her health will go down faster. During this phase, you need to now note two different things. One, at 30%, she summons bombbats. They can't be attacked or anything, but they fly over everyone heads way above and drop bombs on random people. You should move immediately out of the smouldering fire that remains on the ground after the bomb hits. It hurts. The second thing to note in this phase is that she can heal. Her heal has a long casting time and is easy to take care of, but don't get careless. Rogues need to kick her when this heal starts and mages need to Counterspell. The heal is very easy to see, her hands glow a very, very bright yellowish-white color. This phase continues all the way down to 0% health when she's dead. If you keep in mind the things I mentioned, it's a piece of cake. Enjoy the loot.

Comentado por Blacknight

C. - High Priest Venoxis-----------------------------------

This boss is a very simple one. The pull is complicated, but cake if it's done correctly. Venoxis stands in the middle up the stairs. On each of his sides, he has two regular blue snake adds. They can't be separated, but they can be con- trolled. The snakes can be slept by druids and polymorphed by mages. This is done and the snakes are killed one at a time while the main tank grabs Venoxis and drags him behind the huge fire in this room so everyone is out of range of his chain spell. Once the adds are killed, the real fight begins. Take careful note that if you leave this room, you will reset the boss, just like with Jeklik.

Your tank should have sufficient aggro on Venoxis by now for full damage to open up. Damage to Venoxis must be done at only two ranges: melee and max. Hunters, mages, warlocks, shaman, priests, druids, and paladins have to be at least 30 yards from Venoxis while the rogues and warriors have to be right next to him. He has a holy damage spell that works like Chain Lightning from a Shaman, but it gets stronger as it goes. If casters are nearby, they'll literally be one-shotted if hit last. So they stand far away. One tiny thing you need to note though: in this human form, Venoxis has a Renew spell he places on himself that can be seen if a mage keeps Detect Magic on him. Priests need to dispel this.

At exactly 50% health, phase 2 begins. Venoxis changes into snake form and his armor increases slightly, as does his attack power. He can't heal anymore, so don't worry about that. What you DO need to worry about is the poison clouds that he drops on the ground that tick damage for a whole hell of a lot. Your main tank has to move Venoxis out of this cloud that he periodically drops and the melee attackers have to be cleansed of that poison. Take note also of the tiny snakes he sends away to the casters. They have 1 health, but hit for about 200 damage. Just AoE nuke them once.

At 20%, Venoxis will enrage. His attack speed and output damage will go way up and heals will have to be spammed on the maintank as well as poison cures because he will still be dropping the clouds now and then. Otherwise, the fight is pretty simple. Enjoy the loot.

Comentado por Blacknight

D. - High Priestess Mar'li------------------------------------

Now here's an easy boss. Just keep something in mind: Like the other bosses, if you run far enough away, Mar'li will reset completely. The point that this happens is the ramp that you came up into her room from. Don't go down it or you will screw the raid. Something else to note: Do not stand on top of any of the eggs/rocks in this room. If you do, and you pull aggro, you will Evade-glitch her and she'll heal to full health. Now with warnings out of the way, let's get down to business.

Your maintank charges in and grabs the boss, Mar'li, while the raid kills the speaker right in front of her. Now Mar'li has two forms, like all of the five priests do. Her's is spider form and she goes into it randomly. Mar'li also has a poisonbolt volley (hits lots of people) that she does, so poison curing and cleansing has to be at it's best. You will need an offtank for this fight as well, a good one. Occasionally, Mar'li will root everyone around her to the spot with a spider web and will run off to the rest of the raid to kill people. The offtank's job is to grab her when she does this and take her back to where the maintank was tanking her.

Pay attention to the smaller eggs around Mar'li's standing place. Every now and then, they will break open and a few spiders will attack the raid. When this happens, those spiders are priority. They constantly grow in size and get stronger until killed, so kill them as quickly as possible and then go back to killing Mar'li. At low health, in humanoid-form, Mar'li may stop everything and attempt to heal just like Jeklik. Her hands will glow a bright yellowish-white and it must be stopped by rogues and mages. Other than the above, this boss is beyond easy. Enjoy. =)

Comentado por Blacknight

E. - High Priest Thekal---------------------------------

The "tiger boss"... now here's a complicated fight if you ever saw one. Okay, once Thekal's entire room is cleared of the trash mobs and such, you'll face him and get ready for the pull. It is absolutely neccessary that your raid have three tanks (one main, two off) for this fight. You will also need at least two rogues and a mage helps immensely. You'll notice that to Thekal's left is another troll named Zath and to the right is another named Lor'khan. I'll tell you right now: Zath is a rogue and Lor'khan is a shaman.

Now the trick to this fight is knowing when to stop damaging one target and to start on another, then making sure all three of them die within ten seconds of each other. If this does not happen, your raid will wipe. If you have ever been to Molten Core and up to the first and second boss, you know how Corehound Packs work... this is the same. If one of them dies too soon or too late, they will self-res and res the others as well at full health and you're screwed. So just take note now that they have to die within ten seconds of each other for phase 2 to start.

The pull is just like any other, just wing it. However, a warrior must grab Thekal, one must grab Zath, and another must get Lor'khan and separate them all about five or ten feet. The two little tigers that come with the pull can easily be taken care of. Have your mage sheep one, kill the other, kill the sheeped and get ready to DPS down Zath only. Now someone in your raid is going to need a health-percent mod because it's neccessary to know when to slow down and when to stop DPS on Zath: 15%. Once Zath only has 15% health, no one at all should attack him. The warrior who was tanking him needs to stop autoattacking and just Revenge when it comes up to hold aggro sufficiently. Now and then, Zath will Gouge the warrior and run off into the raid to attack people. This is what you have a rogue on Zath for: to Kidney Shot. Zath is immune to Gouge and Blind so your rogue will have to get a few combo points on him in order to do this Kidney Shot when the warrior gets Gouge'd, but that's okay, it's very little damage or 1-2 combo points.

After Zath is down to 15%, the entire raid except that offtank and rogue (and the tank on Lor'khan) needs to attack Thekal. You will DPS him down now, slowly but surely to exactly 10% before stopping. He has to extra abilities like Zath's Gouge or anything, so you should be okay. Just make sure that you stop damaging him at 10% and your raid moves on to Lor'khan. The tank who was on Thekal is going to need a large amount of aggro still on him, so make him continue to auto-attack and at least Sunder Armor now and then.

Now the raid moves to Lor'khan, the shaman. Now like shaman, Lor'khan heals. This is why he's last to be DPS'd and not Thekal, as to make handling his heals easier. This is why you have another rogue and mage: to Kick and Counterspell. If one of Lor'khan's heals get off, your fight just got a whole hell of a lot harder. It looks just like Mar'li and Jeklik's heals: bright yellow hands and long cast time, so don't let it happen. Anyway... your whole raid is going to now DPS Lor'khan down to 5%, while stopping his self heals at the same time (he won't heal Thekal or Zath). Once Lor'khan is at 5%, your tanks on the three of them need to bring them all very close together, right next to each other and everyone who can AoE has to. Remember, it is important that they all die within ten seconds of each other, so make sure it happens so that phase 2 can begin.

Once phase 2 starts, Thekal will resurrect after yelling "Shi'bala, fill me with your rage!" and will be in tiger form. NO ONE in the raid except the main tank should attack him at this point. Your tank needs to grab him and place his own back against a wall. Thekal has a very large AoE knockback ability in this form and your tank can pretty much.

Comentado por Stomphoof

ZG is an amazing zone, very pretty and fun to be in. A 20 man raiding zone, it is a good stepping stone into the world of raiding.

In my opinion the bosses are unique, and in order of Easiest to Hardest they go

VenoxissJekklikMar'LiBloodlord MandokirArlokkThekalHakkarJin'do

Yes, Jin'do is worse then Hakkar, and alot of people have issues with him. If you want to try your hand at raiding, start here in Zul Gurub..

Hakkar is waiting

Comentado por oellawappa

Although Bloodlord Mandokir is a MUST for most classes as he drops some very nice weapons. One of which is a main hand sword that is an awesome tanking weapon, usable well into AQ40. He also drops a bow for hunters just starting at raiding.

Jindo is indeed a harder boss, yet I'd suggest trying him because he does drop a lot of +healing gear. Awesome for getting your priests/druids/paladins geared up fast.

The fish boss (summonable) also drops "Polymorph: Turtle", and a very decent staff for feral druids.

Comentado por joshka

I agree, Jin'do is the worst boss to fight in ZG. A strategy for him is crazy hard to get down. Hakkar on the other hand, just get a bunch of son of Hakkars and he's gone.

Comentado por andybc

Aggro is a key part of the role of a warrior.. In Order to be a successful tank that is well sought after for end game runs, you must be able to acquire aggro under the harshest of situations. Not only must you be able to acquire it but you must also be able to hold aggro. No player (of the same lvl) should ever be able to take the aggro from a tank, in end game Dungeons. .......................................................................................................... Step one: obtain the Aggro of your enemy.

Gaining Aggro is very simple for any class... With a warrior you can simply charge in.. throw off as many sunders as you can and you have acquired your strong hold on aggro.. But now you must keep it..

Step two: Make them Hate you With a Passion

After throwing your sunder armors on an enemy it is time to make them hate you.. and only you. I have found that there are four moves that are most effective at upsetting your enemy.. Sunder Armor (of Course),Shield Slam, Heroic Strike, And Revenge... How you use those four is up to you.. but they are some of the best hate builders for a tank as of right now..

Step Three: What to do when you lose aggro

Now I say that a tank should never lose aggro.. but in some cases it will happen wether its their fault or not.. in most cases its when a boss uses an Aggro Breaker.. Either by putting you to sleep, knocking you out.. or blinding you.. for example..

First thing first.. Everyone else Do Not Panic.. Warriors have an uncany knack for reaquiring hate... First step to regaining aggro is your snap aggro.. Taunt them.. force your enemy to face you.. then sunder the armor right off their back.. once you are certain you have successfully reacquired aggro return to using your heroic strike, shield slam, and revenge, Etc...

The role of a Warrior Is not easy... so for those who are quick to yell at a Warrior when he loses the aggro, give them a break..its not as easy as you would think.. Taking and holding aggro is an art...

The Final Step: Always build Hate And Never Stop

This one is Pretty self explainitory... A Warrior Should always be building hate.. When you Stop using hate Building Moves (such as sunder or revenge) the end result will be the loss of aggro.. As i Said Make your enemy hate you with a passion.. regular attacks do not and will never put out enough threat to build and maintain hate..

( I Have a 60 Alliance Warrior.. So i Do Have Experience in Tanking..)

Comentado por wgd2005

For All those New Tanks in Town, here's a basic breakdown to Tanking. Enjoy.

I. The Warrior class break down.

II. Know the rolls and work together

III. Gearing basics and theory

IV. Weapons: Threat generator and mitigation and the enchants to go with!

I. The Warrior class break down.

-Warriors are classified into basically 3 types, which is dependant on talent spec.

1. Arms warrior that has Mortal Strike and usually wields 2hand weapons.

2. Fury Warrior that relies on duel wielding in order to do massive damage.

3. Protection warriors that are generally regarded as "tanks" and gimped in pvp combat.

All three specs are different and all have rolls within the raid environment, but one thing they all have in common is that they can all tank. Now I am not debating the efficiency of a particular spec tanking or who can do it better then the other. What I am trying to convey is that despite the spec, a Warrior has the core skills to tank. Now lets get nit picky on which spec is better for which job.

II. Know the rolls and work together

-Just like there are 3 spec types there are 3 rolls warriors generally fill.

1. Main Tank role- Holds mob(s) aggro so that heals and damage is focused onto him/her instead of the rest of the raid. Good for the healers so they only need to concentrate on healing the MT. Also, the MT is usually geared toward reduces allot of the damage while others are not.

2. Off Tank role- Builds secondary aggro on the mob incase the MT dies or hold aggro on an additional (add) mob. He/she should also perform and maintain debuffs on the MT's mob when not tanking. These skills include, Thunderclap (10% reduction in mob's attack speed) and Demoralizing shout (lowers attack power of mob)

3. DPS role- to perform damaging attacks and also to maintain Battle shout for other physical dps classes within the group.

-Now the bit about working together for max efficiency. Generally the MT role goes the Protection Warriors as they generally geared toward mitigation/avoidance. Off tank roles are given to other Protection Warriors that may not be as highly geared as the MT. Often times it will be given to an Arms/Fury Warrior with high stamina gear if there is a lack of Protection warriors. DPS warriors are often the Arms/Fury warriors as they are geared with high Str/Agi, +hit, and crit. Working together means to use your rage wisely and not selfishly. Examples are; MT should only be using rage for aggro building skills, while the OT provides the Demo Shouts and thunderclaps. Arms/Fury warriors benefit from the OT's duties on debuffs and can go all out damage skills on the mob. The MT should hold solid aggro on the mob and does not waste rage debuffing, because of that Arms/Fury does not need to worry about pulling aggro or tanking. It?s a great cycle that produces max efficiency within the warrior circle.

III. Gearing basics and theory

-This is what I feel makes the major difference between the 3 types of Warriors. As I stated above, any warrior in any spec can tank. How that Warrior chooses to gear him/herself will determine the performance of their duties.

2. Protection- Gears towards mitigation/avoidance of damage on the mob. Main stats to acquire are +defense, high stamina, and dodge/parry/block (d/p/b) gear.

-High Str/Agi gives more attack power and critical strike %, which translates to higher white damage and higher chance to do burst. +Hit is needed due to the higher levels of mobs toward high-end raids. Mobs with the "skull" icon are generally considered lvl 63 and formulas to base chance to hit is based on it. So with higher +hit the more likely chance of landing that attack.

Comentado por wgd2005

- +Defense gear increase your d/p/b and lowers the chance to be a victim of a critical strike by .04% per point and if your lvl 60 it should already be at a natural 300. Stamina is basically raw mitigation by use of a large Health pool. Chance to d/p/b items generally gives 1-2% to that respective avoidance skill.

Theory on how to gear and misconceptions.

-First lets get the misconceptions out of the way so they do not disrupt the gear theory. Here are a few general statements always floating around.

1. MTs must be full protection spec or they are not doing their jobs properly.

Very poor generalization and lack of understanding of the talents given to warriors. There are many benefits that can be found within the arms/fury tree that actually would be more useful for a MT warrior. Such skills come to mind as Tactical Mastery, Imp. HS, Cruelty, and Unbridle wrath. Very useless talents within the realm of raids in the protection tree are: Imp. revenge, and Imp. Disarm.

2. Arms/Fury warriors can tank just as well Protection spec ones.

Not true only because there are very good Protection talents that Arms/Fury warrior just don?t have enough points to touch. These talents enhance aggro generation per rage use and increase survivability.

3. +Def gear > Stamina gear for tanking. (Or the other way around)

This subject is always a hot debate and like politics there is always that left and right wing person. The more reasonable answer is somewhere within the middle of the two extremes. The largest cause of confusion however is due to a misinterpretation of the statement. The choice between +def/stamina/avoidance gear is not at all extremes. Blizzard's itemization conjoins these three fairly nicely so that you can enjoy them all. Some specific gear however does have higher of the three stats and therefore those are up for debate. Here are two examples.

a. Leg Plates of the Eternal Guardian - Stats: +15 Defense.

b. Warmaster Leggings - Stats: +15 Stam, 2% dodge

4. Fury warriors are the best tanks because we dish out the uberage damage!

It is true that Fury warriors generally do more damage then the other two specs but you also receive the most damage. Tanking is not just about holding aggro, but holding aggro while receiving the minimal amount of damage. Fury warriors that use their berserker stance skills will receive 10% more damage for the trade off of 3% more crit. This puts an extra 10% strain on the healers. They will often tank without a shield which in turn lowers their damage reduction by both means of armor and the ability to block damage. Serving as a DPS role, the 10% increase would not matter, as they are not the ones being hit.

5. Lawlz! My bear Dr00d can be better tankz then all of you gimped warriorz!

From the specific use of the "z's" in place of "s" and "0's" in place of "o" you can tell this is a very well thought out statement. So can druids tank better then warriors? The answer is unfortunately no, not at this time. They can tank but due to certain factors they are not the best selection. Two main supporting ideas of why a bear druid can effectively tank is the High HP pool and High Armor. Both are very good stats for taking damage but as stated above, tanking is not just absorbing damage but mitigating it. The two reasons why Druids are NOT more effective then warriors for tanking is lack gear and aggro building abilities. Tier 1 and 2 druid itemization does not benefit the idea of them tanking but more of a healer role. Druids do not possess the vast number of rage efficient threat generators as a warrior does but instead relies on raw attack power skills. Perhaps when Druid items change to gear them more toward tanking but until then they are sub par or fill in tanks.

Comentado por wgd2005

-Onto theories of Tanking gear.

A. Stats to concentrate on first if one truly wants to tank is as follows: Stamina > +Defense > d/p/b. Why stamina over defense you ask? Stamina, regardless of physical or magical base damage is raw mitigation. Basically it works for everything. Defense is your next concern when choosing the right gear. Beginning pre MC tanks in a MT position will generally have 380-400 +defense while still maintaining roughly 4700 HP unbuffed. All gear is easily obtained by doing 5-10 man instances or by craftable items. The last stat to consider would be the d/p/b. To make clear, lets say you have 20% dodge/parry/block and a mob attempts to strike you. These stats do not mean you have 60% avoidance, but really means you have 20% on one and only one avoidance skill. Another reason why avoidance is not as useful is that it is not dependable. There is nothing to count on unlike Stam/Def. It also does not allow you to build any rage during a dodge or a parry. So does that mean items such as Valor or the PvP set are good tanking item? Answer is no, reason being lack of +def. High stamina is fine but should not be sacrificed for lack of defense or avoidance. Same goes for Defense! You may be able to obtain 420 defense with pre mc and above gear but your HP would be dangerously low. It is all about balance and choosing the middle ground between the extremes.

IV. Tanking Weapons: Threat generator and mitigation and the enchants to go with!

1. Weapons with a 1.3-1.8 speed are considered Threat generators due to fast attacks especially when used with Heroic strike. Used on mobs that require you to grab aggro quickly and hold it while the raid assists you quickly to start dps.

2. Weapons with a 1.9 and higher are considered Mitigation. The slow swinging weapons have higher max damage giving you higher rage generation over time. This also gives larger criticals, which is great for threat building. These weapons are used for long fights were aggro control is not an issue. They usually have stats that help benefit survivabilty such as stamina, +parry, or +def.

3. Enchants for the weapons.

a. Crusader - +100 str and 75-125 healing on proc. One of the most hyped up enchant for tanking as the +100 str is very appealing. However, relying on procs for effective tanking is not good. No constant benefit and non-controllable make it decent at best. On that note, the healing is basically negligable but it does add to your threat to the mobs. Good to put on both types of tanking weapons.

b. +15 Agi - More armor value, increase dodge/crit by less than 1%. Very consistent enchant that is very suited for Mitigation weapons. More armor, dodge, and crit are good for long fights but the value of it during short fights is not as apparent.

c. +15 Str - Increase your melee Attack Power by 2 for every point of Str. That's another 30 AP, which gives you more damage to build threat. It also gives more block. Good for Threat generator weapons as it gives more consistent dps.

d. Lifesteal - Like Crusader but without the +100 Str. Heal gives threat on mobs also. Good for either tanking weapon.

f. Fiery - Does 40 fire damage that causes threat and procs very often. Completely useless in MC, but good for ZG. Not consistent but procs a lot. Used with Threat generators.

Comentado por wgd2005

Hope this helped those new to Tanking, I originally wrote this for my guild :P

Comentado por Jeremypwnz

can anyone help me with something??? about what lvl should i start doing the lvl 60 raids??? lvl 59??? or 60+???

Comentado por Caffi

First time i was there was at 58, it is possible, but you need some good tanks and healers at higher level.

Im also wondering: How many 70's would it take to clear this? My guild are planning to start raiding and i was thinking that Z'G could be a good area for the raid-leaders to see who should do what and how to do things.

Comentado por entropicdragon

Your mileage may vary... but at least for my guild, ten 70s with mid-Kara-level gear can clear ZG without much trouble (well, we haven't done the Edge of Madness bosses so I can't include them for sure). Having a fair amount of AoE is definitely very helpful, though, and make sure everyone knows the strategy. It's definitely a good instance to practice coordination, though--I'd say the bosses are slightly easier for 10 than Kara bosses.

Comentado por 2356mercer

the minimum level for ZG is 50.

This meanse you can take your lowbie friends in to get free XP and some decent drops while still doing ZG comfortably, takeing such low characters in however will mean you have to do a full clear, rather than a run straight to boss. My guild is planning to do this now.

Comentado por Voltt

8 manned a little over halfway to when i had to log out, so im not sure how far the group got in the end

btw that boss with the millions of panthersSUCKS.

Comentado por ertai222

Yeah I just fought her today with PUG and it took us 3 tries to kill her. But once we got the plan down it wasn't as bad. Only thing is that AoE burns mana fast so make sure to have MP pots.

Comentado por Mortent

If you're the type that likes old-school instances and items, and/or want reputation with the Zandalar for whatever reason, it's possible to kill quite a bit of mobs without too much trouble. Me (64 discipline priest) and a pvp geared level 70 shadow priest cleared a fair amount of mobs.

It worked this way: The shadow priest pulled, i MC'ed an axe thrower and popped flurry, and poof, other mobs in a fair radius are suddenly going down fast. We couldn't take more than two trolls and a snake at the same time, but it was great fun, and we got some coins.

Worthy of mention is, that after you use flurry with the axe throwers, they tend to bug, rendering them unable to do any other ability, so you'll have to wait for flurry to come off cooldown. It's not really a big problem since after flurry the troll should have aggro, just dont start pressing random buttons. They can move freely again when mind control wears off.

Comentado por bretm

If you want to learn the layout of this place before going in with a raid, you can climb over the zone wall from Duskwood and drop down into an unpopulated Zul'Gurub. You'll probably be stuck in there--the exit door will tell you that you need to be in a raid!

You can work your way up into, and then over, the mountains south of Roland's Doom in Duskwood.

Comentado por Thradar

Probably my favorite raid instance. Great design, cool encounters, and some nice rep rewards at the time. The thing I didn't like about the place was that many of the encounters were way more technical than those found in Molten Core, but the drops (for the most part) were utterly inferior to MC gear except the stuff off of Hakkar and perhaps Hexxar. So the reward to effort ratio was much lower, making it hard to find guildies interested in going in sometimes.

It was still a fun zone, and I remember it fondly. We never did get Mandokir to drop his damn mount. =(

Comentado por Doobiee

A decently geared prot pally or warrior can solo panther boss now.

Comentado por tlanwarrior

The raptor boss, is not able to be done with just 2, the sunders stack up, and even as a resto shaman, make that fight a living hell.

2 tanks min.

The Hydra boss is indeed 2 manable though.

Comentado por Xukimonde

Mandokir absolutely does not require two tanks. On a regular basis, I run several of these boss with the group:

Shaman (restoration)Druid (feral)Rogue -or- Hunter (spec irrelevant)

We are unable to / haven't insofar successfully downed some of the boss, but our circuit goes something like this:

Upon entering the instance, we run straight to Thekal - mostly because it's the boss we're most interested in - and do a quick downing. The trash here that you need to pull before the encounter is actually harder than Thekal and his minions, because the trolls' axe flurry deals a substantial amount of damage (850 or so per tick) and stuns for several seconds (there are 3 axemen per pull, three pulls).

After downing Thekal, we go to Mandokir, sticking to the left wall in the room just before his, and pulling the champions into the inside corner of his room. Clear trash - be sure to not pull the speaker accidentally; even if you try to avoid killing him, the blood drinkers will drain life him to death. During the actual Mandokir encounter, just kill Ohgan immediately and spank Mandokir (the fight is basically just a DPS-a-thon at 70, even our resto shaman spends most of his time lightning bolt spamming).

Thekal and Mandokir are the two most important bosses for us, obviously, because they drop mounts (only one raptor insofar, sadpanda). After they are down, we make a quick run to Mar'li (absolute joke at 70) and drop down right on top of Venoxxis, immediately engaging him to finish up our circuit.

On the off-chance that someone else is interested in ZG whilst we're running it, we like to bring in some AoE for Jeklik and Arlokk - though Jeklik doesn't need AoE specifically, just more DPS than our group can put out without getting bat-swarmed.

Arlokk is, in my opinion, the hardest fight in the instance at 70 - Hakkar himself is a joke in comparison. The reason for this is because there are so many times in the Arlokk encounter where you are unable to actually DPS the boss, that dealing with panthers just becomes a pain in the ass, and if your AoE'er is not watching his/her mana consumption, things can go awry very quickly.

Anyway, I'm so very bored (clearly) to be typing this, and that's all I really feel like detailing. Hakkar, Jin'do, and the fishmonster are all very easy (though Hakkar benfits from two tanks).

Good luck with your mounts / vanilla loot!

Comentado por gherowns

how long dose this raid take and how far in is Bloodlord Mandokir into the raid?

Comentado por moenbase

I tried this instance today with another level 70 player. A Hunter friend and me as a level 70 Protection Warrior. We tried the first 2 Axe guys but failed horribly. They just kept on stunning us all the time. Doing about 400 dmg on me, and some more on the hunter.They kept on doing that untill we were dead. Even when standing quite far away, out of melee range we still got hit and stun by their whirlwind-like attack.There's nothing you can do about it. Besides having the luck that they actually don't use their skill. Also they are immune to stuns, so that's not going to work either.

We decided to skip those guys and went for some crocs. Even with 5 in a group they were still very easy to kill. We explored around the map some more and decided it wasn't really worth the time to kill, or most likely be killed some more.

Also if you want to go for the exalted title it's best to start early with it. And ofcourse it requires a guild that actualy bothers with this raid.

Another option would be to wait till you're level 80 and it's probably easier to take out some more mobs.

Unless the Axe dudes can be 1 shotted, i don't really see a chance in actually killing them solo in melee range. *stun* *stun* *stun* <dead> :]

At level 70 you can actually get to the piramid thingy with that Hakar boss without killing any mobs. I have no idea however how the other mobs react to it if you aggro Hakar.(backflash from Sunken Temple with that last boss if you didn't clear the trash dragonkin)

Comentado por Bane311

Anybody know if this raid got nerfed with patch 3.0?

Comentado por hailjh

Just did this as 80s. Fishing boss was one shotted with a 80 BM hunter w/ a Tenacity pet and 80 mage (poly tome dropped).

Comentado por Ruzan

Not being a jerk or flaming you, but I, like many others have easily soloed most of this place. You make it sound like you need almost a 5 man to do this place still. My gear is trash and most of this raid is very easy now.http://www.wowinsider.com/2008/11/26/level-80-death-knight-solos-zulgurub/I, myself am a pally tank. At level 80, you dont need more than two players to decimate this entire place.

Comentado por hailjh

probably right and i dont doubt you. Was trying to give a base judgement of how simple it has become

Comentado por Eminence

i cant help but notice..

hakkar aint listed in the bosses here? :P

Comentado por whitewolf117

do they still drops the tiger and raptor mounts here or did they get rid of it

Comentado por Jkennedy

Both mounts still drop.

Comentado por Judiah

As an 80 decently geared combat rogue, you can solo almost all of the trash except for the spiders (until we get our FOK CD removed).

In about 1.5 hours of farming the trash by myself, I amounted enough Bijous and Coins to smash and turn in for a total of 2000 rep.

Nice and fun farm if you're going for 40 Exalted Factions like I am. It's really really nice to have a traveller's mammoth in here . . as well as some good music irl.

Comentado por Strafer

Comentado por bgentry23

Three Manned with Ret Pally, Combat Rogue, and Shadow Priest.

Comentado por Coldleo

Everyone laughs at you when you want to get your friends (the decent kind) and do Legacy content,ZG comes out to be the story of "The Little Red Hen" granted it takes work to get those mounts but if you pugged it and they dropped more then likely they would glady crusade against the fact that they had wasted their time to do this.I like the ZG mounts over Rivendare's Deathcharger and that was the god of mounts for me when I would run Strat,now it is merely a symbol of farming and time consumption.So,if you are looking to stand out in a crowd in <city> get a some friends and get a ZG mount.Plus some of the items have an original design never reused on some items (ie the Halbred,Warblades,and shields)

Comentado por Nebaku

I ran a level 50 through, so I had to clear every trash pack, and it took 3 hours from snake,bat,spider,raptor,tiger,panther,jindoh,hakkar to clear. Since bosses are skulls, DK's benifit from the extra healing of blood presence(i assume, since i can solo them all).

As a level 50, you can pick up rep and items, and at 58 you can turn in the quests and armor tokens for epic loot if you have the rep. This means it is possible to get 3 epics at level 59(not fully tested, but no level restriction).

When clearing trash Blade Flurry is a pain, from axe throwers. The only time it is actually wipe imminent is at the tiger trash where you get 3 axe throwers.

Comentado por redduskCC

Very soloable now by a good chunk of classes, should be able to 2 man with just about any 2 class combo out there. Personally full cleared bosses in roughly 1.5-2 hours. Profitable run (~350g should be earned on vendoring BoP items + gold drops on bosses alone, not counting any rep items you sell at the AH) especially if you are still farming rep on this faction.

Believe patch 3.0.8 will bump up the rep per kill to be the same at any level, so a few solo runs (clearing everything) could get you the rep you need.

Comentado por heartless8604

Tried soloing as an 80 unholy DK and can't do it. I don't want to respec blood to do it either.

Unholy will have a very hard time since ghouls and gargoyle bug out nearly every single boss. If you really are into soloing old world content just play a paladin they're overpowered enough that they can solo everything.

Comentado por Rockettman

Just one simple question. I am reading about people doing this instance solo, but how to enter?If I try to enter I get the text saying that I have to be in a raid group or atleast level 50, and my level is 80.

Comentado por Cean

It's in a raid group AND at least level 50. Just have a friend make a raid with you and only you go inside.

Comentado por Jushak

For those wanting to solo ZG, a word of warning: Axe-throwers can be a real pain in the butt: Normally they throw axes randomly between the players and stun for 1 second. However, when you're soloing you are the only legible target, and get chain-stunned for ~8 seconds. If there are multiple axe-throwers, you might end up chain-stunned to death unless you're paladin.

Edit: Death Knights can use IBF, but, surprise surprise, it doesn't protect againts this stun.

Comentado por Kathuzad

Have a question, didn't see anything related to it so I'll ask.When I create a raid group with a friend and enter, I get some text that I've disrespected the Gurubashi Empire and some other stuff, and the get the "You will be ported to (Insert Hearthstone Location Here) in a minute" message. Do you need a partner in the instance with you to actually go through everything? Hoping that's not the case, but it seems to be.

Comentado por grrmisfit

the best way to do this is have a friend login an alt then once you form the raid have him alt+f4 it will make him look disconnected. this will let you keep the raid group and him off to do other stuff

Comentado por Returner99

A full clear of all of the trash mobs, apart from the fishies, netted me about 2.000 reputation just from the killing, and an additional 10.000 reputation from Bijous and Coins.

That means clearing the trash to every boss, and even killing the Speaker at Bloodlord(had to run out of the instance as you can't reset him otherwise).

There's a few spots that people tend to forget while farming this place;

- The hidden pack behind Arlokk's temple- The place with imps... Edge of Madness or something?- Snake packs hidden in the hills numerous places inside of the instance(at the entrance, between Thekal and Arlokk and between Jin'do and the entrance)- The Temple that Hakkar is standing on(the lower part)- Crocolisk packs(about eight or so, hiding on small platforms close to the water)

The entire place took about 3 hours to clear as a Protection Paladin in mostly heroic epics and a few items from Naxxramas 10-man. The upper-part of the temple can be quite difficult, seeing as the Soulflayers silence and burn your mana over 12 seconds.

Comentado por tlanwarrior

Your friend can log off once the raid is created. The toon will stay in the raid. I do this every reset with my brothers account.

Comentado por tlanwarrior

For DKs who want it easy mode, go blood. Insane regen +Mark of Blood + Vampire blood + Rune Tap = easy soloing. Just stay in Frost, although def isn't a big deal, Raptor (Aka Bloodlord) crits for about 2k which is easily ignored (If it was while enraged I forget). Make sure not to take any pet skills, even the Blood Worms if you choose to do Hakkar, he will MC you and reset it.

The only one you *MAY* have trouble on is Jin'do the Hexxer (http://www.wowhead.com/?npc=11380), since he has a MC totem, which will MC you but break fast enough that it *shouldn't* reset the encounter.

Jin'do, and High Priestess Arolkk are both Rune Strike ^&*!@s, with a large amount of adds, so you should dodge alot, meaning you get runestrikes ALOT.

Bloodlord: You want to tank him and his raptor up on the platform. He tends to fear, so thats the easiest way to make sure your not feared into any adds. I take down the Raptor first then him, since the raptor's sunders do hurt after a while if your avoidance isn't very high.

The only bosses I wear my tanking gear (Just to note I'm not at 540 def, someplace around 510), is the Tiger boss, since the 2 adds do kinda hit hard, and the mortal strike sucks. Just make sure to have this macro if you try it (make the healer your focus target so you can see when she is casting easier):#showtooltip Mind Freeze/target Zealot Lor'Khan/cast Mind Freeze/targetlasttargetDon't use Death Coil or anything, just keep the runic power to interrupt. I normally go Boss -> Rogue -> Healer, get them down to about 9% then kill them in this order; Boss -> Healer -> Rogue. Watch out for heart strikes too, since it is a cleave, meaning you can accidentally kill off one of the 60 adds, making them respawn.

I'll get my build tomorrow when I head back in to solo, but so far I've been able to down every boss save hydra and Edge (I have solo'd hydra, my fishing skill isn't high enough to fish him out though, so no hydra normally, and I haven't gotten my hunter into ZG so I could get the recipe for Edge, which I really should do.)

Comentado por Bonesaww

I was able to successfully solo the 5 Priestesses, the fish boss, bloodlord, and Hakkar as a Fury Warrior in decent tank gear, and the improved bloodthirst glyph. The only hints I can think of that made a difference, is:

Snake boss: Pain in the ass, took me around 8 attempts or so, and finally decided I had to kill her as fast as possible once reaching snake form, so I put on all my dps gear, and used a shield (killed snake adds, work on boss), and when she began to cast holy fire, jump down out of sight and bandage. Eventually in snake form, go crazy on dps, and I eventually ended up killing her a split second before I died, still able to get the loot after running back.

Bat boss: Pain in the ass. Many attempts. Used tank gear, but after downing all the adds once in phase 2, I switched to dual wield. This seemed again like I wasn't killing her fast enough from all the damage from the bombs being thrown. I had on my pvp trinket to get out of fear when necessary, because if she heals once, it's pretty much game. On this one as well, I died immediately after the killing blow, still able to loot.

Bloodlord: Kill raptor, jump off edge (if you're lucky enough to not get teleported back up to him immediately over and over), bandage, kite, use tanking cooldowns, repeat until his enrage is off, then tank and spank.

Hakkar: Used dps gear, with shield, and when my hp was full, dual wielded him down until i was around 15000, then back to shield to work it back up. keep moving constantly, and you will avoid getting stunned when he does his siphon thing.

Tiger boss: /focus on healer, dps them all down using tank gear, while interrupting the heals, then switch to dual wield, whirlwind etc. bandage before phase 2, tank and kill.

The other 2 are very easy (Spider, Panther).

Bonesaww 80 Warrior Illidan

Comentado por MsMorbid921

Nifty trick: If you're a mage and you run past the gate, you can actually blink your way through and be no monsters in the area. It's really useful to run around before going in with a raid to familiarize yourself with the instance.

There are NINE different types of coins and NINE different colors of bijous, so plan to have alot of bag space available to collect the rep items. If you go with a friend you may find it advantageous to swap different colors of bijous to save on bag space.

The mango's quest is not worth any rep, so if you are just wanting rep, do not use your tokens for this.

All rep gains continue through revered including the trash and up to at level 80.

You will also see plenty of runecloth drop if you are using runecloth for your primary rep faction turn ins.

Comentado por magelsen

Have any 80's tried and successfully soloed this whole place yet? I'm a protection warrior (Name: Ahur, Class: Warrior, Talent: Protection, Realm: Cenarius, Faction: Horde) and I was thinking about soloing this place for fun and for achievements. I have 543 defense, 25697 unbuffed health, 23083 armor, 21.11% dodge, 16.29% parry, 21.51% block, 19 expertise, and 180 hit rating. Please write back and tell me if you think I could solo all of ZG. Thanks.

Comentado por tlanwarrior

I have a few differnt videos of encounters. I believe the only ones I do not have are, the Hydra, and Bloodlord. Hakkar cut out half way through, and spider I got hit with a really wierd fps lag, which made me split it into 2 parts.

Comentado por 1everlasting1

So I know I'm dropping a noob-ish Question here but similar to an earlier post i had a lot of trouble just getting into the instance until me and a Guildie figured out the "2-man raid" option, lol

But then it got even more confusing:

I had previously done the raid with a real group the day before and all went well. with two 80 tanks, one 79 healer and me healing (66 holy pally) and just a bunch of mixed mid-60 (total group of 9) this raid was totally painless BUT... i discovered after we left, that there were some things in there we skipped that i reallly wanted.

So today, roughly 15-20hours later I group up with my one guildie (74 shammy) and we head over to go and dig thru some "jinxed Hoodoo" piles so i can get a "Blood Scyth" for my herbalism. No bosses just a few mobs and some loot, well... We can't go in together!

Every time he went in, I would follow but we would be in separate instances, alone! over and over we tried, never could be in the same instance. We disbanded, passed lead, and even "reset instance" out of desperation but got a message that it would reset in 1day 11hours! (both received the same message and time limit)

Update: Thanks for the replies, i did read them :) All the mysteries of raid timers have since been learned. Hopefully you can leave this comment up for the other hapless noobs who have the same question over time. i think it is useful.

So, everybody, my super noob question is WHY? why could we not go in Together? we always got split even though we were in the same raid group.

Lastly, As a 66 holy pally with only some Hellfire blues and some greens on. two axe thrower wiped me in about 8 seconds (if i would have healed and used all my "oh crap buttons" i may have lasted for a bit but i think i still would have wiped). Worse yet, my 74 shammy friend in random lvl'ing gear wiped in about 15 seconds from the same two axe throwers? so my secondary question would be, is that strange? and are there any tricks to the trash mobs that i should know about?

* we tried the mobs just for fun, we were still seperated in both attempts.

Thanks to any of you that can help me with this. We were all noobs once, :P I still dont even have a 70, lol.

Comentado por BurningStick

You got saved for the raid the day before when you went with another group, while he weren't saved. So you got back into your saved raid and he got into a new one.

Comentado por 1everlasting1

any way to avoid being saved? i have read several posts on other forums where people are reforming raids in minutes to go back in and farm or kill a specific boss. thanks for the reply by the way :)

Comentado por DreadandSam

I liked this raid it was my firs raid i ever did and it was so fun but trying to get around is hard and most of us got lost.

Comentado por Wartem

Can be soloed by warlock in hc/naxx gear (did all bosses today).

Comentado por peccato

Back at 70, there were several people on khadgar server who had soloed all of this instance. Mostly prot paladins, but there were others as well, I assume most servers had people doing this.

Comentado por Makemaleroom

When you say solo are you meaning people are doing full sweeps, every boss?

I wanna go back for achievements with my friends and was thinking three 80s (hunter,warr,priest) might need to add another. No?

Comentado por Laugas

How to put yourself in a raid with your own alt:

1) Get someone to invite your alt to a raid2) Alt - F4 / Task Manager / Close the game abruptly to disconnect your alt3) Log onto your main4) Get the person to invite you to the same raid as your (now disconnected) alt is in. He can now safely leave and continue with his life.

Just get a friend to do it, it takes about 4 minutes.

Comentado por Leip

duo'd as an 77 blood dps DK(me) and an 80 survival hunter in pvp gear and an dps pet. Didnt have much trouble at all in the High Priest bosses.(we didnt try hakkar yet). Blood self heals gave me easily all the healing i needed to down them.

Comentado por Iroared

If you are saved and he is not, make sure you are the leader so he can enter YOUR instance (he will be prompted to either get saved to it as well or get teleported to nearest graveyard).

You only get saved after you kill any boss (with rare exceptions, e.g. you get saved to Culling of Stratholme and Violet Hold as soon as the first boss spawns). So if you just went in to farm trash drops, you can reset the instance, e.g. by reforming under a new leader. For heroics, switching to normal and back to heroic works as well.

Comentado por Almarsguides

These actually could sell pretty well depending on your server. On Daggerspine I can usually sell these Bijou's for 25g each. Combined with Runecloth, Coins, Illusion Dust and Greater Eternal Essence you can pull in 700g an hour + in ZG It's pretty sweet. For videos of boss kills and me farming ZG Check out my youtube channel and my website.

Comentado por Almar

If you're looking to make some extra change the Zul'Gurub might be the place for you! In Zul'Gurub you'll get Runecloth, and greens which you can DE into Greater Eternal Essences and Illusion dust. On top of that you can also get a ton of Bijous and coins which might also sell on your server. I average 650-700g an hour in here. Below are videos of the path I use to farm ZG.

Comentado por Aristonj

Is it possible for a lvl 52 Warrior to get boosted in ZQ with 2-3 lvl 80's?I know lvl 52 is a bit low, but.

Comentado por Darmicus

So How did you, or how would you reccomend an 80 Holy Paladin, to Manage this? I tried today and was wondering when the shaman started healing other people rather than just himself. And since his mana pool seems rather infinite, I can't just drain it down.

I spend 95% of the time silenced, some of the time stunned, and some of the time Mortal striked. How am I supposed to take them all out at the same time (within 10 seconds each) if the fight has been made far more difficult since the last time I ran it?

Anyone else is free to comment, I'm just a loss for how the hell they all die withing 10 sec of each other now unless you have 2 ppl minimum, one being a rogue to stop all heals.

Comentado por Sibiri

Best method is to ask a friend to first invite your alt (any level will do, even lvl1) to a party, convert it to a raid, then log your main character and ask your friend to invite and promote you. You dont need to alt-f4 out from your alt, simply log out via options menu.

This way your friend does not need to stay in raid in case he/she wants to do quests or form a party for their own purposes, and you can spend any time required while exploring raid instances without having to worry if your "raid buddy" will have to leave group.

Comentado por swirlyeyes

Actually, another way is to BOOT him from the party.

If you click leave party, the leadership goes from you to him, this instance will be under his raid ID, and you're not a part of that party. TL;DR = Hearthed.

If you click uninvite on him, he gets booted, but you're still the leader, you get to stay inside.

If you die, you will still be able to rez up but you will get booted out of the instance, so you will need to reform raid again.

Don't die.

Comentado por PilsnerDk

Solo'd the whole place as a ret paladin in epics ilvl 200-226. Nothing was really tough at all. :)

Edit: A full clear, including killing all trash, and then turning in all coins and bijous netted me around 13.5k rep (human). When you first step into ZG and kill trash for 4-5 points each, and bosses that give a few hundred, it looks like a loooooong grind, but if you clear it all out, it actually doesn't take that many runs to hit exalted.

Comentado por astomious

i wasn't able to get this to work. Anybody under level 50 cause a "character is too low" error.

Comentado por wownerdlol

Comentado por Heiberg

Trying to 5 man ZG with 5x lvl 60s. We are wearing only the gear we are able to obtain just the 5 of us. (Meaning we are mostly geared in blues and few crafted epics - NO tbc gear). To our surprise we have been able to clear most of the instance, including all the priests and Mandokir. However it seems we have reached our limit now, as we are lacking the damage to bring down Hakkar before he enrages. (Mandokir for instance took us 18 minutes to kill). This is sad, since we are actually able to do well against Hakkar until he enrages.Classes: Paladin, Warrior, Druid, Rogue and Shaman (All lvl 60).

Btw, can easily recommend doing something like this, its a great way to reexperience vanilla raids, and the fact that you can use the gear that drops just makes it all the more appealing. (The same thing can be done in AQ20).

Comentado por Amrun

You can invite players to a raid and have them leave after you are in, but beware, as this will result in having to re-form a raid if you die.

Comentado por rbstriker418

very easy to solo the entire instance as a ret paladin. i had all 251 and 264 gear, and i used byrntroll over my shadows edge for the extra health regen. thus, faster chain pulls.

i also got exalted in 3 runs from looting everything and turning in all the quests

Comentado por Homeschool

For all you Priests out there... This IS soloable at L80. It'll take some time, but I've cleared all the required bosses (and most of the optional ones) all by my lonesome. Here's some advice:

Try not to pull multiple packs (obviously.) Here are the dangerous ones:

Axe Thrower: Pull by DoTting the first up, and after a Mind Blast, switch and do the same to the other. Generally they'll die during the first stun or two.

Brood Widow: The red spiders. If you get more than two of these in one pull, you'll probably die. Burn them fast, as they have a long-duration stun.

Soulflayer / Son of Hakkar: Avoid these whenever possible. Another stun group.

Venoxis: Just clear the room and AoE his four adds. He's easy.

Jeklik: Don't make the mistake I did and think you can just burn her down. You'll spend forever trying to burn her before she can heal. Instead, as soon as she stops summoning adds (or when she casts her first heal) start using Mana Burn. Once that mana is gone, she's a snap.

Mar'li: Just make sure to keep your shield up and DoTs on, and hold Dispersion for any badly timed emergencies.

Thekal: This is the tough one. You have to kill all three of them at the same time: One helpful trick is to mount up and body pull back through the archway. As soon as the boss disengages, step back in the archway and wait for the tiger adds. You can kill them separately from the boss, and have only the zealots to deal with during the boss fight. As for the how, there's a great video on YouTube of doing this in Discipline spec, with Holy Nova, while kiting around the outside of Thekal's hut. I've done the same as a Shadowpriest, using smartly placed DoTs and moving fast enough that Lor'khan loses range before she can pull off heals. It took me a few rounds of getting them low before I was able to kill them at the same time, before a heal/rez.

Arlokk: ...is all about speed. The longer you go, the faster the adds come. I recommend focusing on her at the beginning and ignoring the adds til there are at least 6, then Mind Sear them all down and go back. Later in the fight, the adds come very fast, and there will be times you'll need to start using Holy Nova to burn adds while healing yourself. Don't panic.

Mandokir & Ohgan: Pull them with Shadowfiend, and then DoT up Ohgan. You'll need to start kiting across the temple (run around the back, up the ramp) and then jump + Levitate off the left-hand side (toward the raptor pen). The two will run back down the ramp and come after you, resulting in about 50% melee range, 50% kiting. Just keep SW:P and DP on Ohgan til he dies, then do the same to Mandokir. Keep PW:S and Fear Ward up as much as possible, and Disperse if Mandokir gets a lucky fear + whirlwind. If he yanks you back to him, just get back on your pattern as much as possible, and don't be afraid to drop Shadowform and give yourself some heals after a jump. It's a slow fight, but easily repeatable.

Jin'do: Not a big deal. As long as you're solo, the mind control is relatively worthless, and just pauses the fight for a bit. Just make sure to clear his whole room.

Hakkar: There's one secret here: No pets. Let me repeat it. No pets. Forget Shadowfiend, put away your Nibelung, don't use your Abracadaver, and no trinket summons. If you have one of these up, Hakkar will MC you, kill your pet, and reset. He's actually a pretty easy fight, just run past him into his little hut and get into a nice rotation. This will take a while, but is pretty safe. If you're low on mana, feel free to use a mana potion or Dispersion.

That's really it! Only Thekal (and the Brood Widows) are a challenge; the rest is just a matter of playing it safe.

Comentado por Homeschool

It's actually much easier from Stranglethorn.

To get in, stand by the door (looking out, as if you just left the raid), and look left of the ramp. There's a guard tower there. Climb to the top, jump onto the wall, and it's pretty easy to run up the hills and drop into the zone.

Comentado por Homeschool

I'm currently soloing most of the bosses as an ICC-geared Shadowpriest. (The only ones I haven't downed are the optional Alchemy and Fishing bosses, and I haven't even bothered with those.)

All the others are soloable for me, even Thekal, Mandokir, and Hakkar.

Comentado por Homeschool

You don't need to be a mage. Right outside the entrance there's a guard tower, and from the top you can jump onto the wall, run up the hill, and drop down in.

Anybody can do it.

Comentado por Homeschool

No, I can solo it as an ICC-geared Shadowpriest.

If you haven't been there before, going with some friends makes it easy; but don't feel like you always need to bring a gang to survive.

Comentado por Ansgar

Zul'Gurub has always been one of my favourite raid instances, and probably the raid instance I found the best in the old days.

Anyhow I made a short video, on how you can get behind Zul'Gurub to the non-instanced part which looks a little bit different like it was a still in WIP ( Work in Progress ):

I would imagine that its gonna be looking different in Cataclysm, as you can be flying over the place, and a few people have already done so. So they are probably gonna change the place, because it got quiet a few graphic messed up stuff, but anyhow here is your chance to see the place before it get changed in cataclysm :)

Comentado por Agalloch

Will ZG remain accessible after Cataclysm? I still have some mount farming to do!

Comentado por jereminion

even for nostalgic pre TBC raiders, i imagine this is the worst thing blizzard has ever made. it is fun to do the bosses, but when you are 80 and are coming from a game where you just run in and aoe everything, you just get 100% locked down in here. it is as if 5 rogues are just following you the whole time with no diminishing returns and just keep stunning you. many people still do BWL, even with the long attunement, and MC with the long attunement. no one ever does zg on my server unless its for the mounts which are soloable. hakkar is just a glitchy boss to fight when its you and a few friends. he would MC you, glitch out and reset, among other things.

tldr im glad i didnt play pre TBC, it was a worse game back then.

also the captcha on this site sucks

Comentado por Daurr

can someone tell me if good old ZG & the other classic raids will still be around once Cata comes around. i'd really hate if it disappeared. i love that instance

Comentado por dommyuk

I severely doubt they'll remove it, they've confirmed that BWL and MC are staying and wowwiki says that it'll become an open area, though the video that's provided doesn't seem to depict that.

EDIT: I stand corrected. Oh well, we can always hope.

Comentado por Kanariya

It's a shame to see this beautiful Raid being removed. I have never been so disappointed with Blizzard. And I thought for sure they were against removing instances, but I guess not.

Comentado por captg

Comentado por rockmanzero

No &*!@ Sherlock

Comentado por Vath

The clock is ticking people. I for one am going to be ferociously disappointed if the tiger is taken out completely. I've been trying to get it forever (already have raptor), it's the best looking cat in the game.

You know what's going to happen, it will somehow get converted into a level 85 five man like many have speculated, and on my first time through the tiger will drop and I'll have 5 people to roll against for it.

I just hope they have some way to get the mounts after they trash ZG. If I have to take it in a 5 man I will. There's going to be a ****storm of people QQing about never getting their desired mount and all the time they spent farming it only to have it taken out.

Comentado por pinoybeast

Will Hakkar and the other ZG bosses get booted?

Comentado por Dragmarion

From blue post: * Zul'Gurub is now a Feat of Strength. * Deadliest Catch is now a Feat of Strength. * Hero of the Zandalar Tribe is now a Feat of Strength.

So i guess that Zul'Gurub will disappear in Cata.

Comentado por Esooh

This is quite possibly the most annoying instance ever created. Everything in here is meant to be a major pain; from the trash, to the bosses, to the rep items. The Axe Throwers, for example, completely disable your character, and if you pull more than 2-3, you're locked in for 5 minutes while you die. In addition, there are healers, mobs that do knockback, and mobs that stun lock. Also, the bosses have every pain in the butt raid mechanic imaginable; fear, silence, chain stun, mind control, etc. Next, consider the rep items; there are 50 different variations, so they don't stack in your bags. However, they all serve the same purpose. It's just another way to make this instance super annoying.

If you're soloing this every 3 days for the mounts, I commend you. This instance is so damn annoying, that it takes a lot of determination to enter it more than once.

Comentado por barbeque

Further to ZG being removed as a raid instance, I have come up with a list of stuff to do here and souvenirs to keep. At this time, it has been fairly confirmed by information on the PTRs that all of the associated achievements for ZG will become feats of strength.

Comentado por rifh

Comentado por rifh

Gz is a verey good to farming i mede 1000 gold in 30 min from trash mobe

sow good luck to all

LOL

rif

Comentado por Badmoejo

Did this today with a 80 pally friend, lots of fun, very challenging fights for even a well geared pair. Got mc'd at the raptor boss and killed my pally friend, she didn't know about mc.

Comentado por Golgathoth

When Cataclysm hits, this will no longer be a raid. Instead, it will be a quest area. Get your raid achievement and rep with the Zandalar tribe before it's too late! Not to mention the tiger mount. Just now I was able to do most of the raid with my geared 71 disc priest friend, myself as a nearly fully geared 80 arms warrior, and for the Tiger priest boss and everything after, we got a geared 80 paladin to help. Only wiped once!

Comentado por Animosa

I know, that everything is not final, but I am curious about that for new players the Zalandar reputation will be aviable, so I will never be able to grind it, or it will have dailies, or the turnins remain in the zone or something.

Comentado por Wulfrix

Comentado por LoqueNahak

The instance will become a leveling area and Zalandar reputation... will be history.

Comentado por nihongojoe

Since ZG as a raid instance is going away come cataclysm, and I started playing at the beginning of BC and have never been, I decided to check it out on my feral druid.

I wore full tank gear and never lost any HP, next time I am wearing my DPS gear to speed up the fights. (My tank gear is 5.8k gs)

The only boss I didn't do was the fishing one, but I'm going to do the questline and get him next time.

I imagine almost any class can solo the whole thing, but any tank should be able to do it without ever being in danger of dying.

Just don't pull all the spider trash at once, and kill the axethrowers ASAP : P

Comentado por talkingoat

At this point the whole instance is easily soloable by a variety of classes. I've soloed it as a prot paladin and a hunter, and I'm sure that geared warriors, DKs and Warlocks would also find it easy. A couple of the bosses can be a bit more difficult than others depending on your class, but the ones that you'll be farming (ie. raptor and tiger boss) are pretty simple.

As a hunter the only boss I haven't managed so far is Jin'do the Hexxar as he always casts instant mind control on me, forcing me to kill my pet. :(

If you're 80 and mount farming you are better off running solo than taking multiple people, unless you have some kind of agreement for if the mount drops.

Comentado por Fleaman

Is ZG being taken out in Cata? i heard it wont be a raid anymore and the mounts, pets, quests, achievements, drops, and rep will be put as feats of Strength

Comentado por Pierzor

These mobs give 4 Zandalar Tribe reputation, and respawn after about 6 minutes if you kill them, there's about 18 or 19 of them if you make the fastest possible circle (about 4 minutes on my mage) in the water around Hakkar's temple wich comes down to 64 or 68 rep. With the removal of Zul Gurub in sight, people might want to farm rep this way after they have killed all bosses/turned in coins/bijous.

Comentado por Vath

Get your exalted folks. Who nows, maybe Blizz will let us have a mount to anyone who's exalted. Probably not, but I can hope, right?

Comentado por Keiser

Now trivial for Ret Paladins. Used to take me over an hour because of the bat boss healing with a 1 minute cooldown interrupt, tiger boss healer + line of sight as Prot. The packs in front of the tiger boss with the 3 Axethrowers (knockdown spam) can now be killed without a single one entering axe flurry. All 3 groups today, 0 flurries.

I started a stopwatch today as I mounted at the entrance. At 5 minutes I had both bat and snake down. 12 minutes 30 seconds spider and raptor too. By 33 minutes Hakkar was dead, and this time total includes stopping to mine every thorium vein I saw and looting every humanoid/undead mob I killed. My gear was last updated in January as I quit for 8 months. Zero ICC10/25 gear.

Over 400g/hour, not including bijou sales, not bad.

Comentado por Benegesserit

R.I.P. Always sad to see a troll raid go. I hope they add a new one in Cata. Lots of good memories here.

Comentado por Anupu

now that 4.0.3a is out, I've gone walking there for fun... there's absolutely no mobs, just critters. Lets hope they put something in there after Dec. 7th otherwise I think the area will become a total waste.

Comentado por Blizzo

As of patch 4.0.3a, this wonderful raid is no longer available.

A lot of good memory's as we wave good bye to this glorious raid.

Comentado por Snowpeek

It may return like Onyxia's Lair did with the Lich King.

Comentado por theamani

I went through all of the new Northern Stranglethorn and Cape of Stranglethorn quests, and When I completed all of the Zul Gururb quests, it didn't end with me feeling that I had done away with Zul Gurub for good. Jin'do, Zanzil, Venoxis, and Mandokir were still alive at the end of the quest chain. It could just be because I was lvl 80 when doing the quests, but there was also a part in the chain where I was able to look through the eys of a little raptor in ZG, and all of the mobs were lvl 80-82. ZG was my first raid, and I certainly hope that they bring it back as a raid.

Comentado por Zimn

Anyone else miss Zul'Gurub already? :(

Comentado por Whitecat2242

removed from game in cataclysm

Comentado por hhbelch

I too, would like to bid ZG a fond goodbye and a thanks for the years of joy and fun that she provided. You will be missed :(

Comentado por Pandorajade

Please bring this back, fits perfectly in to the old world set up.I think Blizz is making it too easy for ppl to get mounts and they dont have to work for them like they did in this instance.

Comentado por Zimn

It Probably won't happen but if they really don't wanna bring back ZG there should totally be a Caverns of Time: Zul'Gurub D:

Comentado por Serrah

So where can you fish in solitude nowadays? RIP ZG fishing.

Comentado por Zandhali

Zul´Gurub .(

</3

Comentado por Groggs

My guild was doing the critter achive here killing the snakes on that fast spawn timer and we got 1 shot a few times. An event would start and we would get death gripped by an NPC and well die. If I get more info I will update this post.Does anyone know what this event is and why it is? Is it random or is someone starting it?

Comentado por MessiQ

Just a thought - Could be that this and AQ20 are destined for a revamp to level 85 content just as Naxx and Onnyxia were in Wrath. That would be fun!

Comentado por Rapstah

This still shows up in your calendar if you turn on "Raid Resets" under "Filters".

Comentado por shadra

There were always a Troll raid, or a dungeon in world of warcraft expansions,Classics; Zul'farrak, Sunken Temple, Zul gurub.Burning Crusade; Zul'AmanWrath of the Lich King; Drak'tharon keep, Gun'drak, ( you can also think, zul'drak was a big raid zone )But when cata comes, they didn't release any of troll dungs or raids, but it wasnt enough, they removed Zul'gurub!

At least they could do a raid or dungeon about Zalazane's fall instead of a short questlined event.

But i still have some hope, because if u read about new cata lore, trolls are not good with hellscream's horde at the moment. Some troll clans may turn against to the horde, and it can bring us new troll raid, or dungeon.

edit: Well maybe they removed ZG and ZA raids from game, they brought them as dungeon in cata like some of us predicted.Thats something at least. Now all expansions have troll dungeons! Thats a huge complimant for a class. (i assume trolls are the only one like this)

mop 5.0.5 edit: We may not have a troll raid or dungeon atm, but we do have troll lore included in mists of pandaria, also one troll boss in a raid. And im pretty sure, zandalari wont be gone easy on this expansion.

mop 5.2 edit: Hah! blizz never let us down! They brought a raid, with troll quarter in it, an a big lore event along with an isle.

mop 5.3 edit: Now we also have another open air raid at northren barrens.

Comentado por Redhawk

Originally Posted by BlizzardYes, you guys. World of Warcraft: Cataclysm first major patch of the R & D progress has been nearly completed! We are ready to put some put the original version of the updated test server. So you may ask: What is 4.1 test server? (You will say, right?) Okay, let me tell you!

Gurubashi tribes returning

Originally released in 1.7 update 20 Zul'Gurub instance will once again open the door to a whole new story, new fighting, and improved items!Zul'Gurub is now a level 85 heroic dungeon. To help Cataclysm instances to provide more advanced content, players can find level 353 epic items. Entrance to the heroic instance is limited to players with an average item level of 346.

The Return of Zul'Aman

The level 70 favorite instance Zul'Aman, returns as a level 85 5-man instance. Zul'Aman and Zul'Gurub will appear in the dungeon and heroic dungeon search options, providing item level 353 epic items. Entrance to the heroic instance is limited to players with an average item level of 346.

As Zul'Aman returns, you may feel curious whether you can once again get a rare mount. We are pleased to announce the new version of the rare raptor, tiger and bear mounts will be able to be obtained, while the older mounts will still retain their uniqueness. We will disclose more in the future as to how these mounts are obtained.Source

Comentado por catspats31

Seeing that this instance and the renewed Zul'Aman instance will drop epic-quality item level 353 loot, both of them will represent the Magisters' Terrace of Cataclysm.

Comentado por rockmanzero

So this was the reason that blizzard stopped with the Heroic Shadowfang Keep and Deadmines implent in 4.1 and just threw it in at release, to remake Zul 'gurub and Zul'Aman after 1 whole content of no Troll raid ><.

Comentado por rockmanzero

Great so after a week the Maelstrom crystal market would be wrecked with all the ninja loots from ZA and ZG heroic, so that is why Blizzard just threw the buy the Maelstrom crystals for Justice points.

Comentado por abbuehl

Comentado por arthuuur

Arguably a more difficult encounter than ZA, stand out fight are Venoxis and Jin'Do the Godbreaker. If you don't get the mechanics right you will definitely fail, that much becomes instantly apparent on Venoxis.The Jin'Do fight is pretty awesome, it starts off seeming almost trivial but then Phase 2 comes along and suddenly you've got adds, void pools and a great big ghostly monster which jumps around. Very good fun.

Comentado por Rokoma

I don't know why it's not on here, but I just won the Swift Zulian Panther from the panther lady boss. Out of the 100 times I've probably done this, this was the only time I've seen it drop.

Comentado por Liukus

For the Edge of Madness bosses to be summoned you need a "High Level of Archaeology". The Arqueologia skill required to summon the boss is only 225. Confirmed by being 224 and not being able to, solved an artifact and was 229 and able to. Blizzard likes to use increments of no less than 5 for their requirements. Enjoy getting the 225 archaeology to get some easy loot.

Comentado por Chummy62

This is for LEAD WoW players only! LEAD = Live, Eat and Dream Wow. Casual players need not try.

Comentado por PalaDinka

Much harder than Zul'Aman indeed

Comentado por Amnistic

This has the indiana jones style boulder trap, as well as the Flaming Tiki masks... Remember, timing is key and for the love of bleeding Azeroth, DON'T STAND IN THE FIRE!

Comentado por Teenka

they drop different mounts though, not the Swift Zulian Tiger and Swift Razzashi Raptor from original ZG.

Comentado por Ryonis

Really awesome place to pickpocket. The amount of neutral gurubashi villagers makes this place really easy and quick pickpocket farming after finishing a random ZG.

Comentado por Iceleaf

Fun fact. The "frogger" fire from voodoo masks have skill called "Yoga flame".This is clear reference to Dhalsim from Street fighter series. Dhalsim moves are all about yoga this and yoga that. He literally has spell called Yoga flame.

Comentado por Arkhirion

Death Knights that go in here should take note of their Dark Simulacrum ability.Let me explain why:

High Priest VenoxisPoison Bolt, deals moderate spell damage (20k-30k)

High Priestess KilnaraLash of Anguish (Deals 800-1000 damage on the initial strike but deals an additional 20k every 2 seconds for 10 seconds), has a low cooldown as well, so you're able to use it more than just once.Shadow Bolt, Moderate spell damage once more.

Comentado por morginar

now as of 4.3 if you que for a hc you can get here and have happy wiping

Comentado por reasonn

Well as the new runs are being done in Zul'Garub I still miss Zul'Garub because this new place is a total nightmare....No one will finish a run because it is so hard and soooooooo long......17 bosses 5 times harder than before. Wow what were you thinking BLIZZ?I love the new bow, and some of the helms are so awesome to see in game on folks.To ever finish this place is only for your guild and they all have to have much patience. And last but not least......NO MOUNTS......BOOO HOOO!K now I got it off my chest...Have fun!

Comentado por Worcraft2120

I love these mounts but here is how i would rank the 4 mounts from 1 being the best and 4 the worst.

Comentado por mclaren1141

Comentado por Metazare

In 4.3, are you able to only go this HC one time each day only?

Comentado por Rizzatto

I hate this instance. I wish I would quit getting put in here when I cue up for a heroic.

I'm a healer and I can do some of it alright. First boss, you have to dodge the green stuff, but the green stuff is everywhere. You have to heal while you're dodging all that stuff, too, and since you can't heal while moving, there's the challenge.

Next boss keeps one-hitting everyone and buffs himself when he does it.

After that, we had to take forever to get the next boss to spawn. When he did, he instantly super buffed himself and whipped out everything in sight.

Many wipes if you don't know what you're doing. There's even a good chance of wiping if you DO know what you're doing. You can't even run back into the instance and get back into the fights because a barrier goes up, keeping you from getting in the fight after it's already started. That seems to go for all bosses.

Comentado por Surge479

Intresting Fact: The outdoor ZG is different than the actual instance. The outdoor one is the old raid i would guess.

Comentado por lyom

Zul'Gurub is the OSIF (oh sheet I'm effed) dungeon in Cataclysm. It takes eight times as long as any of the Hour of Twilight dungeons, is five times as hard, and the gear you get from it is worse.

If you see the jungle loading screen, do yourself a favor and drop group. Otherwise you are spending a good chunk of your afternoon in ZG. While riding the difficulty roller-coaster (High Priest Venoxis: Medium-Hard for most melee, Bloodlord Mandokir: Medium, Edge of Madness: Easy, High Priestess Kilnara: Easy, Zanzil: Hard, Jin'do the Godbreaker: Easy), you will be teaching the tank to stay out of the green stuff, the DPS to get down the huge guy that's pursuing them, and the whole group to stack up and then DPS the chains. Your reward? A measly blue, that you'll replace the instant you set foot in one of the HoT dungeons that you'll blaze through and either kill one of their bosses, or get one of their quest rewards.

Comentado por SquireKel

Redone when Cataclysm came out to include Heroic versions of the instance, Zul'Gurub is known as one of the Troll dungeons. In the Heroic version, several achievements can be obtained for players who wish to attempt them. It should be noted the instance does not contain achievements required for the Cataclysm Dungeon Hero or Glory of the Cataclysm Hero meta-achievements.

Achievement Explanations & Tactics:

Heroic: Zul'Gurub - To obtain this achievement, a group must "defeat Jin'do the Godbreaker in Zul'Gurub on Heroic Difficulty."A group must complete the dungeon, killing the last boss (Jin'do the Godbreaker) to receive this achievement.

Strategy:If you're only looking for this achievement, groups can now skip to the last boss after killing only two of the other bosses in the instance.

Gurubashi Headhunter - To obtain this achievement, a group must "defeat Gub, Mortaxx, Kaulema, Mor'Lek, the Florawing Hive Queen, a Lost Offspring of Gahz'ranka, Tor-Tun, and the Gurubashi Master Chef in Zul'Gurub on Heroic Difficulty."This achievement is all about patience. Whether in a single instance, or spread over several, a player must receive credit for killing all 8 non-essential mini-bosses throughout the dungeon. Killing these NPCs are requirements in the dungeon quests: The Beasts Within, Secondary Targets, and Break Their Spirits.

Strategy:There's no specific technique to this achievement beyond either asking a PUG to kill some or all of the mini-bosses, or to run with friends / guildmates.

It's Not Easy Being Green - To obtain this achievement, a player must "not get hit by Bloodvenom, Pool of Acrid Tears, or Venomous Effusion in the High Priest Venoxis encounter in Zul'Gurub on Heroic Difficulty."There are 3 spells a player must avoid in order to complete the requirements of this achievement: Bloodvenom, Pool of Acrid Tears, and Venomous Effusion.Bloodvenom is green beams that follow players around during Phase 2, when the boss is on the stairs.Pool of Acrid Tears creates the green pools that randomly spawn under players and grow over time.Venomous Effusion is the poison maze which forms during the fight.

Strategy:Being aware of a character's location is key for this achievement. Standing between the maze lines, and moving quickly when spells go out are requirements to get this achievement without forcing a group to fight as 4. If a party is willing to do so, one player can stand outside the boss room and receive the achievement without having to pay too much attention, though it does strain the other party members to use this technique.

Ohganot So Fast! - To obtain this achievement, a group must "defeat Bloodlord Mandokir in Zul'Gurub on Heroic Difficulty without killing Ohgan."This achievement is all about speed. During the fight, Bloodlord Mandokir will call for Ohgan to kill the Chained Spirits held around the arena. Once all the Chained Spirits are dead, players cannot be resurrected by them if hit with the insta-kill Decapitate.

Strategy:Use slows as much as possible on Ohgan, and save any mid-fight resurrections if available. Make sure party members are aware of the boss's spells so there are minimal deaths early on in the fight to limit how many stacks of Level Up the boss receives. If Ohgan is able to kill all the Chained Spirits, the group must kill Bloodlord Mandokir quickly or face a wipe.

Spirit Twister - To obtain this achievement, a group must "defeat 20 Twisted Spirits within 15 seconds during the Jin'do encounter in Zul'Gurub on Heroic Difficulty."Twisted Spirits come out during the boss fight in phase 2, when the party has to break three of Hakkar's Chains to finish the fight. Normally, ranged dps players pick off the Twisted Spirits as they appear, to avoid being overwhelmed by too many. In this case, however, 20 Twisted Spirits must be killed within a short period of time (15 seconds).

Strategy:It's important to note that this achievement does not require Jin'do be killed. With that in mind, a party should focus on acquiring and killing the Twisted Spirits first, and either kill Jin'do if possible or wipe to reset and kill the boss after the achievement has been completed.Tactically, the party should refrain from pulling up the Gurubashi Spirits on the platforms below, and focus on accumulating as many Twisted Spirits as possible without the healer becoming overwhelmed. Once there are at least 20 Twisted Spirits present, the tank should hold them in a group while the dps kill them quickly.

Here, Kitty, Kitty... - To obtain this achievement, a group needs to "defeat High Priestess Kilnara in Heroic Difficulty after having fed Temple Rats to 4 of Bethekk's Pride."A Temple Rat can be picked up by players as they make their way to the boss. "Feeding" four Pride of Bethekk with Temple Rat before killing the boss will award the achievement.The Temple Rat is a critter running around the temple area, and is unique - four different players in the group must each pick up a Rat. There are sixteen Pride of Bethekk in the boss room sleeping - four sets of four apiece. They wake up when attacked, when a Temple Rat is thrown nearby, or when High Priestess Kilnara reaches 50% health. The Pride of Bethekk should therefore should be killed before dealing significant damage to Kilnara, who is semi-active during the first phase of the fight.

Strategy:While approaching the boss room, at least four members of the group should acquire a Temple Rat. Upon reaching the boss room, the group should decide what order to release the Rats as well as where to drop them. The tank or healer should drop their Rat first, as the Blood Frenzy ability the fed Pride of Bethekk gain may become straining for them later in the fight. With four sets of Pride of Bethekk and four Temple Rats required for the achievement, each set should be used for one feeding. The set should be killed before moving on to the next pack to avoid overwhelming the the tank or healer. Ensure that the Temple Rat is eaten by avoiding the use of AOE attacks until a Pride of Bethekk has gained the Blood Frenzy buff.

Comentado por Cianxo

Since 4.3, players no longer have to kill all of the bosses before engaging Jin'do. Instead, two of the four are enough.

One could argue Zanzil - Kilnara/Venoxis to be fastest combination, but Kilnara and Mandokir seem to be quite often the chosen two because of their mount drops.

Comentado por tehcoq

There is a screenshot of ZG with the caption "after the shattering 4.0.3a"

Zul'Gurub has always looked like this outside of the instance. The ability to fly in Azeroth has made it so you can see it without some basic cliffclimbing techniques. you can get there on ground mount via the hills on the right side of the entrance, ever it came out in patch 1.7.

Comentado por JCrystal

Completely soloable as a Hunter (ilv467). If you'd like to see the fights in action or need an explanation for something in particular, I made a video (includes commentary).

Comentado por worthit

Just a little info...

You can enter this dungeon on foot at lvl 85.

You can queue this dungeon as specific dungeon lvl 85-87.

In the specific dungeon finder, this dungeon is yellow difficulty lvl 85-87.

Comentado por Nobbel

Comentado por harleyquinn4eva

Will you guys stop whining about losing the raid, and just tell me how you get past it?

Comentado por Worcraft2120

Blizzard did a horrible job with the remake heroic instance, should've left bosses alone but the mounts are a two sided argument, one side says : we obtained these and no one else should get them, I obtained the old tiger, and I said both , because I also want people to enjoy this Beauty, but the mount replacement couldve gone either way, but this should've been a 85 raid with same bosses

Comentado por briskanof

Love the run. Like how the plate drops here are different than others!

Comentado por bradmc

Super easy as a 520 blood DK. I remember trying to 2 man Jin'do back in 5.0 and just getting creamed (mind you I was using a different class) so I was a little worried. Now, in 5.4, I zerged him until phase 2, aggrod a troll and just stood on a chain. stomp. Repeat. i don't think I fell bellow 95 percent health. If you do get dangerously low in health, just target a ghost and death strike.

All the other bosses are of little consequence. Just tank and spank. All bosses can be solo'd and Mandokir does not one shot you if you are by yourself. You can just pick up the cat lady adds with blood boil (rolling blood) and not worry about releasing them a certain way etc etc etc.

Gain reputation by waring a Cataclysm Tabard after you hit Friendly status, and Classic Alliance Tabard or Classic Horde Tabard while you are fighting in this instance even at 90 level character. Except the following tabards: Avengers of Hyjal, Baradin's Wardens(Alliance), and Hellscream's Reach(Horde) factions.

Be alone to fight in this instance (This is a heroic dangeon - not a raid - so you don't need a group to enter BUT you need to set to a heroic difficulty for your personal setting to enter).

Loot embersilk cloth, toughened flesh(meat) and some other unique items and stones. (If you have an first aid skill You can try for a first aid achievement of Preparing for Disaster which requires a lots of embersilk cloths).

Fight all day long. This instance is taking place out side. So if you have one, you can use Traveler's Tundra Mammoth to repair yourself. If you are inside of instance after about two hours, or if you are (stayed) outside of instance for a longer than 30 min, all the non-boss npc (even sub-boss) will be re-spawn back again.

Come back and fight bosses once for every day.

Each boss requires you to use a different tactic to win. This (very) long guide is made for a HUNTER struggling to fight alone and who does not have a max strong gear.

I am a terrible player so you just need to pick up something you like here.

*** I already left each guide for each boss. Please visit all the boss's page to check them.

The list order bellow is how I normally go around all bosses starting at the right side of map, then the center, and finish at the left side of the map.

Jin'do the Godbreaker yells: Meddlesome insects! Now you will feel my wrath!

This message means that Jin'do the Godbreaker (the final boss) is available for you to fight (before that he is just standing in a trasparent state).

Other information:

-----------------------------------------------------------------------------------------------------------------------1. There are three kinds of cauldrons (pots) you can find in this instance-----------------------------------------------------------------------------------------------------------------------

Frostburn Formula (White pot which creates an ice Buff)Each time clicking on Frostburn Formula, you will start an ice buff for 29 sec. While this buff is active, you need shoot enemy with an Arcane Shot, a Multi-Shot, and other shots found in your Spellbook for it to work. Your shot will triger to freeze a target and gives a fair amount of HP damage. This buff only works one time per one enemy.

Toxic Torment (Green pot which creates an toxic protection Buff)Each time clicking on Toxic Torment, you will start an toxic protection Buff for 29 sec. While this buff is active Nature damage taken reduce by 90%.

Burning Blood (Red pot which creates a burning Buff)Each time clicking on Burning Blood, you will start an an burning Buff for 29 sec. While this buff is active, causing Fire damage to self and nearby enemies for 10 yd range.

Note: I recommend you to use an ice buff wherever you can. If necessary use a toxic protection buff to protect yourself from toxic attack. As a hunter, I would stay away from a burning buff because I don't want to be a tank and attacked by enemies.

----------------------------------2. Vehini (a repair)----------------------------------After get into the instance, turn left, there is a npc who can repair. So right after you died, you could always visit her to repair and sell your unwanted items.

----------------------------------3. Venomancer Mauri----------------------------------Be aware: The first enemy female NPC you see in this instance who is standing right in front of you at downstairs. She will drain your life very quickly with her green wave. Even you intrupt it she will cast it again quickly. If you can not kill her means you are not strong enough to play alone in this instance - for now.

--------------------------------------------------------------------4. Tactics Through out in this instance --------------------------------------------------------------------- Try those misdirect macros if you never have ones before.

At first, I tried to shoot one enemy at a time. Avoid using multi-shot with "Misdirection" because it did not work well in this instance. If I healed my pet, it would trigger their aggro to me. So if they aggro or if my pet died then I used a "Feign Death".

But later, I found those useful macros to help solving these issues. Because those macro will skip steps you need to target an enemy, you don't need to hear "I need a target" voice anymore. These macros WILL HAVE BETTER DPS (damages per second) than not using macros.

Comentado por midobu

Try to use "Move to" next to your target enemy then command pet to attack to prevent your pet to bring enermies back to you.

I suggests to use pets "Kill Command" because it gives a fair amount of damage and it is only 6 seconds cool down.

Try to keep "Stampede" command till the end and use it when to kill off the boss.

In the beginning I thought "Exhilaration (instantly heal you 30% and pet for 100%)" talent and "Spirit Mend (my spirit pet ability of healing to a friendly target)" are the major healing for me to keep me alive. But later I discovered "Spirit Bond (Both you and pet regenerate 3% of total health every 2 sec)" talent is much better talent than "Exhilaration" to the point that it is so hard not to rely on it. If you don't have this talent yet I recommend not to use this talent until you defeat all bosses by just using your current abilities and talents. I have learned many things by searching tactics with my given abilities to win against strong bosses. For example I would have never thought about using snake or fire trap until I come across to this instance. I did not use fight macros before too. (I wonder why I can be a such terrible player even today.)

You can type /who --> Raid Tab --> Raid Info button --> Raid Information provides you how long time left before instance gets reset and which boss are still available for you to kill. After killing a first boss, it will show a remaining time until this instance will go to be reset.

------------------------------------------------------------------------------------------------------5. I want to introduce three interesting stories relating with this instance------------------------------------------------------------------------------------------------------(1) Finally we meet again, reuniting with a baby red raptor!

Do you remember a baby red raptor in Lashtail Hatchling quest? If you have done this quest, she was kidnapped from you and inspite your effort, she was taken away to Zul'gurub.

Now is the time for you to meet her again! After you defeated Bloodlord Mandokir, go and speak to her (she is tied her both sides with a lope) and happily reunite with her! (She becomes your battle pet Lashtail Hatchling).

After you killed it, you were given a chance to adapt its child Panther Cub (a battle pet).

The Swift Zulian Panther mount (1% chance) dropped by High Priestess Kilnara will be a perfect match with this panther cub.

Also Duskfang would be the best suited pet to be tamed to go with the panther cub as well.

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(3) There was a friendly Zandalar tribe used to help players to fight in this instance

Before Cataclysm, Zandalar tribe was used to assist players for both Alliance and Horde defeating spirits at Zul'Gurub. At that time all players were receiving a quest reward and reputation from Zandalar tribe by killing enemies in this instance.

But after Cataclysm, Zandalar tribe took a side of hostile troll factions and became enemies for both the Alliance and Horde. Sadly, no players can gain any reputaion from Zandalar tribe by killing enermies in this instance (as patch 5.4.8) right now.

Comentado por Ikshuki1

Comentado por GamingTV

Comentado por Goodwinn

If you have 425+ Archaeology skill you can click on the Pilha Vodu located at 31.5, 48.5 in Zul'Gurub. This will start the quest Vodu de Zul'Gurub which allows you to exchange a Tabuleta Trólica for a zone-wide buff called Chamado do Raptor which causes a Young Gurubashi Raptor to sometimes come to your aid while in the dungeon. This buff is applied to all party members and will persist through death. New players joining a dungeon in-progress will also receive the buff if it was activated before they got there.

Comentado por eric0707

Comentado por tibbyjudy

One full clear (+/- a few mobs, they're very spread out and I may have missed a couple) including ALL bosses and Gurubashi Workers (which award 5 rep each) netted me 4463 reputation.

Keep in mind that the piranhas in the water all award rep, as do the crocolisks and the hive stingers. All are 15 rep each.

Even though I think this is a massive amount of rep gain for a single dungeon, I don't really think farming trash would be a great option just because it is SO spread out and time-consuming to go through the instance. I'm not sure how effective that strategy would be time-wise.

Anywho, hope this helps someone.

Comentado por Taoma

The Archaeology boss Edge of Madness Hazza'rah is currently bugged and the door does not open after you kill it, leaving you trapped inside. Do it as your last boss and hearthstone out when you are finished with the dungeon.

Comentado por Stabaro

You can't farm these mounts anymore. As you can only enter on level 85 Heroic now, so once per day per character only.

Comentado por Kanariya

This dungeon really deserves to be a part of the Cataclysm Timewalking event. It's simply too good to not be. And sadly, most players don't see it anymore as you can only queue for it from 85-87 (85 only for random). Groups for it just don't happen.

Comentado por HiddenDeath000

For anyone who is uncertain about how to kill Jin'do the Godbreaker, you must kill the Gurubashi Spirit Warriors on the four corners of the temple where you find Jin'do the Godbreaker. You only need 1 of them to complete the fight, but just in case, without them it's impossible. IF you DO NOT kill them before the fight he drags you into the spirit world after 1 hit at lvl 120 and they vanish. You have to aggro them with a taunt or non-damaging spell and stand on the chain bubble until they slam you, break the chain with single target damage and drag the troll to the next one and wait for slam. Once all the chains are broken finish off the spirit warrior and the boss and the fight is over. Obviously it is Easy Peasy to solo at 120 if you know this. I hope this helps!